WaggSoft Dev Tasks : Mon, 07 Oct 2013 00:38:41 +0000 WaggSoft Dev Tasks : Board Rogue: Recently edited tasks http://dev.waggsoft.com/bugs/ FS#156: Item list at end of loot phase Mr Super User Mon, 07 Oct 2013 00:38:41 +0000 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=156 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=156 FS#154: Allow hero to flee from fights Mr Super User Fri, 13 Sep 2013 05:47:17 +0000 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=154 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=154 FS#153: Tween avatar movement Mr Super User Thu, 12 Sep 2013 04:01:08 +0000 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=153 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=153 FS#152: On hero death, move to next player Mr Super User Tue, 10 Sep 2013 06:27:23 +0000 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=152 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=152 FS#151: Order of operations per turn Mr Super User Sun, 08 Sep 2013 07:18:19 +0000 --* Monster rooms: Fight or flee.
----* If fleeing, forfeit your dice roll and go back N squares.
----* Victory over monster, collect loot then go to 2)
--* Trap room: Spring trap, avoid it, attempt to disarm it.
----* If "go back n squares" then go back N squares and forfeit dice roll.
----* If "lose a turn / paralysis / stuck" then forfeit dice roll. Still on trap square at beginning of next turn, skip drawing trap card next turn, go to 2). NOTE: Extra lucky if another hero died in this room while you were stuck. You get to pick up their dropped loot.
----* Avoided trap or successfully disarmed it, pick up loot and then go to 2)
--* Treasure room: Pick up treasure

2) Pick up loot left laying around the room (hero death or random item spawn from beginning of game). Then go to 3)

3) Roll dice and move about the board

If at any point the hero dies, drop their loot in the room and respawn them back at the entrance.]]>
http://dev.waggsoft.com/bugs/index.php?do=details&task_id=151 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=151
FS#150: Risk/Reward in coins?? Mr Super User Sun, 08 Sep 2013 06:20:12 +0000
This could be used to avoid player frustration with the inevitable multitude of deaths they'll experience in a session.

They will certainly lose their inventory, dropping everything to the floor of the room they died in. But perhaps if they keep coins when they die then they'll be encouraged to sell their items when they have the chance.

As stated in task #149, items held in inventory at the end of the game add 100% of their value to that player's final score. 1 coin == 1 point. But selling items to a merchant during the game only nets them 60% of the item's value. This is to encourage the player to be bold and hold onto their items for a higher score at the end of the game, but at the risk of losing everything when they die.

So will need to experiment with keeping a % of (or all) coins when hero dies.]]>
http://dev.waggsoft.com/bugs/index.php?do=details&task_id=150 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=150
FS#149: Sell loot at merchant (reduced value) Mr Super User Sat, 07 Sep 2013 22:23:00 +0000
2) Selling an item removes it from your inventory.

3) You get coins for selling an item to a merchant.

4) If you just held on to that 600 coin item rather than selling it, at the end of the game it would have counted for 1000 coins.

NOTICE: All items count toward your final score. Each coin == 1 point. A gold bar might be worth 1000 coins at the end of the game but if you sell it at a merchant you only get 60% of the item's value.]]>
http://dev.waggsoft.com/bugs/index.php?do=details&task_id=149 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=149
FS#148: Trap empty rooms Mr Super User Sat, 24 Aug 2013 05:43:07 +0000
A player who has a trap in their inventory can set the trap in an empty room that they occupy. When other players enter the empty room the empty room will be treated as if it were a trap room.

The player to whom the trap belongs is safe if they visit the room again during that player's lifespan. If the trap's owner dies, the trapped room is no longer safe for them to enter and will be treated as a hostile trap room.

When the trap is sprung it is destroyed and no new trap is drawn to replace the expired trap.]]>
http://dev.waggsoft.com/bugs/index.php?do=details&task_id=148 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=148
FS#147: Disarm traps Mr Super User Sat, 24 Aug 2013 05:38:34 +0000 * Use the same "chance" variable that is used for triggering the trap.
* Some gear might decrease the CHANCE that the trap will spring while being disarmed.]]>
http://dev.waggsoft.com/bugs/index.php?do=details&task_id=147 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=147
FS#146: Avoid Traps Mr Super User Sat, 24 Aug 2013 05:35:56 +0000 * The trap has a "chance" variable to indicate how effective the trap is.]]> http://dev.waggsoft.com/bugs/index.php?do=details&task_id=146 http://dev.waggsoft.com/bugs/index.php?do=details&task_id=146